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ViperI

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Everything posted by ViperI

  1. Short answer: FUN! If the game is fun for you, then it's a success. If it's not fun, or ceases to be fun, it's a fail. Once the hype of a new game wears off and you start to see the game for what it really is with all it's shortcomings, you can get a better idea of just how fun the game is to play. When new features come out and they're cumbersome to use or just don't work as one would expect them to work with the functionality that is expected, that feature doesn't add enjoyment to the game is can be considered a fail on the part of the developer.
  2. I think the easiest solution is to add a "hide slot" toggle for belts and wrists similar to the "hide headslot" feature.
  3. I'm pretty sure I remember them talking about this while it was still on PTS. Pretty much working-as-intended from what I can recall.
  4. Like I said, they're not that challenging once you're of the appropriate level and gear status. They might make you use more than 2 abilities and throw in an interrupt here and there, but they're nothing like raid level difficulty. I'm curious to know what class you are because I've one-shot all of them on the republic side as well as the IA. The only one to give me any problem was the JK when I played through during EGA and was, admittedly, trying to push through it undergeared and underleveled so I could get my legacy name (I 1-shot it in beta when I was appropriately geared/leveled). Fun is subjective, that's why there is a lot of variety in gaming. Perhaps you should find something more your level like words with friends or angry birds.
  5. This is one of the reasons I still have my smaller speeders on hotkey, specifically to use on the fleet. The normal size speeders never block terminals or vendors.
  6. Of course, though, there are ways to massage the data to make it seem more optimistic than it actually is without outright lying.
  7. They can be difficult if you try to rush through the planets as fast as possible and end up underleveled and undergeared. It's tempting to get about half way through alderaan and try to just hurry up and finish your class story and then race ahead to complete the last part, but doing so will leave your with the type of roadblock the OP is experiencing. However, these fights are not overtuned. They are meant to push you. They are meant to challenge you and if you think that is too much to deal with, you're playing the wrong genre. Take some time to run some flashpoints, get some gear upgrades, get another level or two and maybe track down some purple crafted gear (or make them yourself). Not everyone has to play an MMO.
  8. ... only if the station has anti-air defense guns that cause perma-death.
  9. I don't think absolutely no stuns allowed in PvP is the answer. It would make PvP a dull, 1-dimensional, DPS race. Personally, I do agree that there is slightly too much stunning going on in the current setup, but only slightly. The strategic stun should always be an option. It may seem over the top when you get chain stunned by 3 different players, but if you have 3 or more enemies focus firing you, you're going to die regardless of their use of stuns.
  10. Stuns have been the backbone to SWTOR PvP since early beta. I doubt they're gonna change it now. Not being mean, but people have been complaining about stuns since release and Bioware has had plenty of time to address it if they wanted to. They haven't changed much, and what they have changed has been very minor tweaks. That should tell you what their stance is on this topic.
  11. Features and game systems not being ready for prime time, yet they get pushed out the door anyways? It's never stopped them before. That's SOP @ Bioware/EA.
  12. I used to think the same thing, but honestly, mmo communities, nowadays, are mostly gutter trash as it is (SWTOR included). I don't really think automated matchmaking systems, even if they're x-server, hurt communities any more than has already been done.
  13. Well, I wasn't talking about outlaws den. The post I quoted mentions tat and alderaan, no outlaws den on alderaan so I figured it would be understood that we were talking about normal questing areas for level 25-30.
  14. That's because tat and alderaan are the easiest places for level 50's to go trolling for easy kills. That's not world pvp, IMO.
  15. This has been something that I've been wanting for a long time now. I think it also needs to be able to narrow it down by secondary stat as well as being able to set a threshold value so that if you're looking for items with aim higher than 20, you can filter out anything with 19 or less.
  16. Those are decisions you'll have to make for yourself. If you building a tank character, you'll need both at high levels, there is no "canceling" out. Generally though, the way gear works, you won't have to really worry about those decisions as they're basically made for you. While you're leveling, you can pretty much just go with whatever has the highest rating # (shown next to armor). DPS gear will favor your primary stat while tank gear will favor endurance, but both items of the same rating will have the same armor, so in the end, it doesn't really matter.
  17. Setting up a leap/pull chain is absolutely an intended mechanic. If it weren't, it would have been changed a long time ago as this happened in beta and everyone knew about it. Heck, I think I pulled it off at PAX Prime last year for all to see. The thing is, it's a strategic move that takes skill and practice and a little bit of derps from the opposition. If you see the other team setting up on your catwalks with sages/sorcs getting ready to pull their teammates to them, you need to focus on them and use KBs to knock them off. If you see that a JK/SW is carrying the ball, don't be a derp when you're coming out of the spawn and let him leap to you. If you give him a target, it's your own fault for losing. Two completely different things. Stealth makes you unable to be targeted so you can't be damaged except by the rare welll placed AOE. A JK/SW with leap is still vulnerable to any attack, including grapples. There is your counter to force leap right there. You see him leap, you get your vanguards and powertechs to pull him back. I see it happen all the time. Force Leap also requires an enemy target. Pay attention to your surroundings and don't give him a target. Stop being bad.
  18. It's not that the boss is harder or easier than the trash, it's that the trash groups have multiple mobs focus firing you. That burst right at the start is what makes it difficult to solo. A group will typically have CC to control the focus fire or they'll AOE the trash to bring it down faster.
  19. maybe your guild just doesn't think you're that good at playing shadow. Maybe it's not the class they're replacing, but the player.
  20. To those of you saying "all those things can be dealt with," the problem is that in the process of "dealing" with it, you're losing uptime on the boss and thus doing less damage overall. Ranged does NOT have to deal with the same, or even similar, mechanics. They have near full uptime to do damage whereas melee do not. From my own experience, raids are much easier when your group composition favors ranged dps over melee dps and some fights can't even be done if you are too heavy melee.
  21. No, actually I don't wish. I want this game to do well as I enjoy the content when I'm able to form a group to do it. Problem is, my server is dying. There is virtually no one to recruit to join a guild and doing end-game content is like pulling teeth. Transfers need to happen NOW! They should have been working on the system MONTHS ago. They should have anticipated this issue back in February and been working on it so that they'd be ready to roll out transfers. They're just now getting off their butts and even acknowledging that there is an issue. It's been this way for two months now. I like my characters and I like the game, but I don't pay2play for a solo game.
  22. No, I expect them to have some foresight and anticipate problems before they happen. The plan for server transfers should have happened at launch so that they could have already been implemented by now. They knew that MMOs get a huge influx of players immediately at release and then taper off as people leave the game and play less often. They should have had a plan to avoid underpopulated servers from the beginning. They didn't and now they're scrambling to stem the bleeding. So yes, it's too little, too late as by "early summer" many servers and guilds will be dead. With games like GW2, Tera and TSW coming out very soon, it will be too late to save things. Gratz to those who were lucky enough to start on The Fatman and still have an actual community to play with.
  23. "Early Summer?" Sorry, too little too late.
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